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Turn ShaderSetup into struct

This commit is contained in:
Jannik Vogel 2016-03-30 02:45:18 +02:00
parent 86ecbdfa4d
commit ae7a82fa1c
5 changed files with 59 additions and 58 deletions

View File

@ -501,7 +501,7 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
info.labels.insert({ entry_point, "main" }); info.labels.insert({ entry_point, "main" });
// Generate debug information // Generate debug information
debug_data = Pica::Shader::ProduceDebugInfo(input_vertex, num_attributes, shader_config, shader_setup); debug_data = Pica::g_state.vs.ProduceDebugInfo(input_vertex, num_attributes, shader_config, shader_setup);
// Reload widget state // Reload widget state
for (int attr = 0; attr < num_attributes; ++attr) { for (int attr = 0; attr < num_attributes; ++attr) {

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@ -144,12 +144,12 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
immediate_attribute_id = 0; immediate_attribute_id = 0;
Shader::UnitState<false> shader_unit; Shader::UnitState<false> shader_unit;
Shader::Setup(); g_state.vs.Setup();
// Send to vertex shader // Send to vertex shader
if (g_debug_context) if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast<void*>(&immediate_input)); g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast<void*>(&immediate_input));
Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1); Shader::OutputVertex output = g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
// Send to renderer // Send to renderer
using Pica::Shader::OutputVertex; using Pica::Shader::OutputVertex;
@ -237,7 +237,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
vertex_cache_ids.fill(-1); vertex_cache_ids.fill(-1);
Shader::UnitState<false> shader_unit; Shader::UnitState<false> shader_unit;
Shader::Setup(); g_state.vs.Setup();
for (unsigned int index = 0; index < regs.num_vertices; ++index) for (unsigned int index = 0; index < regs.num_vertices; ++index)
{ {
@ -274,7 +274,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// Send to vertex shader // Send to vertex shader
if (g_debug_context) if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input); g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input);
output = Shader::Run(shader_unit, input, loader.GetNumTotalAttributes()); output = g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
if (is_indexed) { if (is_indexed) {
vertex_cache[vertex_cache_pos] = output; vertex_cache[vertex_cache_pos] = output;

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@ -500,7 +500,7 @@ void Init() {
} }
void Shutdown() { void Shutdown() {
Shader::Shutdown(); Shader::ClearCache();
} }
template <typename T> template <typename T>

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@ -35,7 +35,13 @@ static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
static const JitShader* jit_shader; static const JitShader* jit_shader;
#endif // ARCHITECTURE_x86_64 #endif // ARCHITECTURE_x86_64
void Setup() { void ClearCache() {
#ifdef ARCHITECTURE_x86_64
shader_map.clear();
#endif // ARCHITECTURE_x86_64
}
void ShaderSetup::Setup() {
#ifdef ARCHITECTURE_x86_64 #ifdef ARCHITECTURE_x86_64
if (VideoCore::g_shader_jit_enabled) { if (VideoCore::g_shader_jit_enabled) {
u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^ u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
@ -54,18 +60,12 @@ void Setup() {
#endif // ARCHITECTURE_x86_64 #endif // ARCHITECTURE_x86_64
} }
void Shutdown() { MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
#ifdef ARCHITECTURE_x86_64
shader_map.clear();
#endif // ARCHITECTURE_x86_64
}
MICROPROFILE_DEFINE(GPU_VertexShader, "GPU", "Vertex Shader", MP_RGB(50, 50, 240)); OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
auto& config = g_state.regs.vs; auto& config = g_state.regs.vs;
MICROPROFILE_SCOPE(GPU_VertexShader); MICROPROFILE_SCOPE(GPU_Shader);
state.program_counter = config.main_offset; state.program_counter = config.main_offset;
state.debug.max_offset = 0; state.debug.max_offset = 0;
@ -140,7 +140,7 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr
return ret; return ret;
} }
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) { DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {
UnitState<true> state; UnitState<true> state;
state.program_counter = config.main_offset; state.program_counter = config.main_offset;

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@ -83,23 +83,6 @@ struct OutputVertex {
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD"); static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size"); static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
/// Vertex shader memory
struct ShaderSetup {
struct {
// The float uniforms are accessed by the shader JIT using SSE instructions, and are
// therefore required to be 16-byte aligned.
alignas(16) Math::Vec4<float24> f[96];
std::array<bool, 16> b;
std::array<Math::Vec4<u8>, 4> i;
} uniforms;
Math::Vec4<float24> default_attributes[16];
std::array<u32, 1024> program_code;
std::array<u32, 1024> swizzle_data;
};
// Helper structure used to keep track of data useful for inspection of shader emulation // Helper structure used to keep track of data useful for inspection of shader emulation
template<bool full_debugging> template<bool full_debugging>
struct DebugData; struct DebugData;
@ -342,33 +325,51 @@ struct UnitState {
} }
}; };
/** /// Clears the shader cache
* Performs any shader unit setup that only needs to happen once per shader (as opposed to once per void ClearCache();
* vertex, which would happen within the `Run` function).
*/
void Setup();
/// Performs any cleanup when the emulator is shutdown struct ShaderSetup {
void Shutdown();
/** struct {
* Runs the currently setup shader // The float uniforms are accessed by the shader JIT using SSE instructions, and are
* @param state Shader unit state, must be setup per shader and per shader unit // therefore required to be 16-byte aligned.
* @param input Input vertex into the shader alignas(16) Math::Vec4<float24> f[96];
* @param num_attributes The number of vertex shader attributes
* @return The output vertex, after having been processed by the vertex shader
*/
OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
/** std::array<bool, 16> b;
* Produce debug information based on the given shader and input vertex std::array<Math::Vec4<u8>, 4> i;
* @param input Input vertex into the shader } uniforms;
* @param num_attributes The number of vertex shader attributes
* @param config Configuration object for the shader pipeline Math::Vec4<float24> default_attributes[16];
* @param setup Setup object for the shader pipeline
* @return Debug information for this shader with regards to the given vertex std::array<u32, 1024> program_code;
*/ std::array<u32, 1024> swizzle_data;
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup);
/**
* Performs any shader unit setup that only needs to happen once per shader (as opposed to once per
* vertex, which would happen within the `Run` function).
*/
void Setup();
/**
* Runs the currently setup shader
* @param state Shader unit state, must be setup per shader and per shader unit
* @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes
* @return The output vertex, after having been processed by the vertex shader
*/
OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
/**
* Produce debug information based on the given shader and input vertex
* @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes
* @param config Configuration object for the shader pipeline
* @param setup Setup object for the shader pipeline
* @return Debug information for this shader with regards to the given vertex
*/
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup);
};
} // namespace Shader } // namespace Shader